Lua - Perlin 噪声生成 - 获取条形而不是正方形
Lua - Perlin Noise Generation - Getting bars rather than squares
我目前正在学习 Löve 2d/Lua 并尝试使用柏林噪声算法生成噪声。
我在这里改编了 Ken Perlin 的改进噪声代码:
根据 Doug 的回答修改代码
-- original code by Ken Perlin: http://mrl.nyu.edu/~perlin/noise/
perlin = {}
perlin.p = {}
perlin.permutation = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
}
perlin.size = 256
perlin.gx = {}
perlin.gy = {}
perlin.randMax = 256
function perlin:load( )
for i=1,self.size do
self.p[i] = self.permutation[i]
self.p[256+i] = self.p[i]
end
end
function perlin:noise( x, y, z )
local X = math.floor(x) % 256
local Y = math.floor(y) % 256
local Z = math.floor(z) % 256
x = x - math.floor(x)
y = y - math.floor(y)
z = z - math.floor(z)
local u = fade(x)
local v = fade(y)
local w = fade(z)
local A = self.p[X+1]+Y
local AA = self.p[A+1]+Z
local AB = self.p[A+2]+Z
local B = self.p[X+2]+Y
local BA = self.p[B+1]+Z
local BB = self.p[B+2]+Z
return lerp(w, lerp(v, lerp(u, grad(self.p[AA+1], x , y , z ),
grad(self.p[BA+1], x-1, y , z )),
lerp(u, grad(self.p[AB+1], x , y-1, z ),
grad(self.p[BB+1], x-1, y-1, z ))),
lerp(v, lerp(u, grad(self.p[AB+2], x , y , z-1),
grad(self.p[BA+2], x-1, y , z-1)),
lerp(u, grad(self.p[AB+2], x , y-1, z-1),
grad(self.p[BB+2], x-1, y-1, z-1))))
end
function fade( t )
return t * t * t * (t * (t * 6 - 15) + 10)
end
function lerp( t, a, b )
return a + t * (b - a)
end
function grad( hash, x, y, z )
local h = hash % 16
local u = h < 8 and x or y
local v = h < 4 and y or ((h == 12 or h == 14) and x or z)
return ((h % 2) == 0 and u or -u) + ((h % 3) == 0 and v or -v)
end
这是我的 main.lua
爱情脚本:
需要'noise'
function love.load( )
perlin:load()
-- love.graphics.setBackgroundColor(255, 255, 255)
love.window.setMode(500, 500)
end
function love.update( dt )
end
function love.draw( )
for i=1,500 do
for j=1,500 do
local x = perlin:noise(i/10, j/10, 0.3)
love.graphics.setColor(math.floor(x*255), math.floor(x*255), math.floor(x*255))
love.graphics.rectangle("fill", 5*(i-1), 5*(j-1), 5, 5)
end
end
end
我遇到的问题是,我得到的不是伪随机方块的漂亮图像,而是一些像这样的渐变条:
我很困惑为什么我没有得到通常的噪声渲染。
编辑:
这是工作效果图!
一道题:
local X = math.floor(x) and 255
local Y = math.floor(y) and 255
local Z = math.floor(z) and 255
应该是
local X = math.floor(x) & 255
local Y = math.floor(y) & 255
local Z = math.floor(z) & 255
假设你有 Lua 5.3.x。如果您使用的是 Lua 的早期版本,则有些按位库可能适用于 Löve,也可能不适用。所以,在这种情况下你可以使用:
local X = math.floor(x) % 256
local Y = math.floor(y) % 256
local Z = math.floor(z) % 256
说明:合取运算符 and
returns 如果此值为 false 或 nil,则它的第一个参数;否则,returns 它的第二个参数。
您正在使用 and
替换 &
(按位与),我在下面更新了您的示例(使用 Lua - Bitwise Logical Operations 中的 BitAND
方法),并替换了您使用 and
的地方,其中包括初始声明或 perlin:load
中的 X, Y, Z
和 grad
中的 h
声明。我用 love 测试了它,输出看起来是正确的。
-- original code by Ken Perlin: http://mrl.nyu.edu/~perlin/noise/
local function BitAND(a,b)--Bitwise and
local p,c=1,0
while a>0 and b>0 do
local ra,rb=a%2,b%2
if ra+rb>1 then c=c+p end
a,b,p=(a-ra)/2,(b-rb)/2,p*2
end
return c
end
perlin = {}
perlin.p = {}
perlin.permutation = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
}
perlin.size = 256
perlin.gx = {}
perlin.gy = {}
perlin.randMax = 256
function perlin:load( )
for i=1,self.size do
self.p[i] = self.permutation[i]
self.p[255+i] = self.p[i]
end
end
function perlin:noise( x, y, z )
local X = BitAND(math.floor(x), 255) + 1
local Y = BitAND(math.floor(y), 255) + 1
local Z = BitAND(math.floor(z), 255) + 1
x = x - math.floor(x)
y = y - math.floor(y)
z = z - math.floor(z)
local u = fade(x)
local v = fade(y)
local w = fade(z)
local A = self.p[X]+Y
local AA = self.p[A]+Z
local AB = self.p[A+1]+Z
local B = self.p[X+1]+Y
local BA = self.p[B]+Z
local BB = self.p[B+1]+Z
return lerp(w, lerp(v, lerp(u, grad(self.p[AA ], x , y , z ),
grad(self.p[BA ], x-1, y , z )),
lerp(u, grad(self.p[AB ], x , y-1, z ),
grad(self.p[BB ], x-1, y-1, z ))),
lerp(v, lerp(u, grad(self.p[AA+1], x , y , z-1),
grad(self.p[BA+1], x-1, y , z-1)),
lerp(u, grad(self.p[AB+1], x , y-1, z-1),
grad(self.p[BB+1], x-1, y-1, z-1))))
end
function fade( t )
return t * t * t * (t * (t * 6 - 15) + 10)
end
function lerp( t, a, b )
return a + t * (b - a)
end
function grad( hash, x, y, z )
local h = BitAND(hash, 15)
local u = h < 8 and x or y
local v = h < 4 and y or ((h == 12 or h == 14) and x or z)
return ((h and 1) == 0 and u or -u) + ((h and 2) == 0 and v or -v)
end
我目前正在学习 Löve 2d/Lua 并尝试使用柏林噪声算法生成噪声。
我在这里改编了 Ken Perlin 的改进噪声代码:
根据 Doug 的回答修改代码
-- original code by Ken Perlin: http://mrl.nyu.edu/~perlin/noise/
perlin = {}
perlin.p = {}
perlin.permutation = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
}
perlin.size = 256
perlin.gx = {}
perlin.gy = {}
perlin.randMax = 256
function perlin:load( )
for i=1,self.size do
self.p[i] = self.permutation[i]
self.p[256+i] = self.p[i]
end
end
function perlin:noise( x, y, z )
local X = math.floor(x) % 256
local Y = math.floor(y) % 256
local Z = math.floor(z) % 256
x = x - math.floor(x)
y = y - math.floor(y)
z = z - math.floor(z)
local u = fade(x)
local v = fade(y)
local w = fade(z)
local A = self.p[X+1]+Y
local AA = self.p[A+1]+Z
local AB = self.p[A+2]+Z
local B = self.p[X+2]+Y
local BA = self.p[B+1]+Z
local BB = self.p[B+2]+Z
return lerp(w, lerp(v, lerp(u, grad(self.p[AA+1], x , y , z ),
grad(self.p[BA+1], x-1, y , z )),
lerp(u, grad(self.p[AB+1], x , y-1, z ),
grad(self.p[BB+1], x-1, y-1, z ))),
lerp(v, lerp(u, grad(self.p[AB+2], x , y , z-1),
grad(self.p[BA+2], x-1, y , z-1)),
lerp(u, grad(self.p[AB+2], x , y-1, z-1),
grad(self.p[BB+2], x-1, y-1, z-1))))
end
function fade( t )
return t * t * t * (t * (t * 6 - 15) + 10)
end
function lerp( t, a, b )
return a + t * (b - a)
end
function grad( hash, x, y, z )
local h = hash % 16
local u = h < 8 and x or y
local v = h < 4 and y or ((h == 12 or h == 14) and x or z)
return ((h % 2) == 0 and u or -u) + ((h % 3) == 0 and v or -v)
end
这是我的 main.lua
爱情脚本:
需要'noise'
function love.load( )
perlin:load()
-- love.graphics.setBackgroundColor(255, 255, 255)
love.window.setMode(500, 500)
end
function love.update( dt )
end
function love.draw( )
for i=1,500 do
for j=1,500 do
local x = perlin:noise(i/10, j/10, 0.3)
love.graphics.setColor(math.floor(x*255), math.floor(x*255), math.floor(x*255))
love.graphics.rectangle("fill", 5*(i-1), 5*(j-1), 5, 5)
end
end
end
我遇到的问题是,我得到的不是伪随机方块的漂亮图像,而是一些像这样的渐变条:
我很困惑为什么我没有得到通常的噪声渲染。
编辑: 这是工作效果图!
一道题:
local X = math.floor(x) and 255
local Y = math.floor(y) and 255
local Z = math.floor(z) and 255
应该是
local X = math.floor(x) & 255
local Y = math.floor(y) & 255
local Z = math.floor(z) & 255
假设你有 Lua 5.3.x。如果您使用的是 Lua 的早期版本,则有些按位库可能适用于 Löve,也可能不适用。所以,在这种情况下你可以使用:
local X = math.floor(x) % 256
local Y = math.floor(y) % 256
local Z = math.floor(z) % 256
说明:合取运算符 and
returns 如果此值为 false 或 nil,则它的第一个参数;否则,returns 它的第二个参数。
您正在使用 and
替换 &
(按位与),我在下面更新了您的示例(使用 Lua - Bitwise Logical Operations 中的 BitAND
方法),并替换了您使用 and
的地方,其中包括初始声明或 perlin:load
中的 X, Y, Z
和 grad
中的 h
声明。我用 love 测试了它,输出看起来是正确的。
-- original code by Ken Perlin: http://mrl.nyu.edu/~perlin/noise/
local function BitAND(a,b)--Bitwise and
local p,c=1,0
while a>0 and b>0 do
local ra,rb=a%2,b%2
if ra+rb>1 then c=c+p end
a,b,p=(a-ra)/2,(b-rb)/2,p*2
end
return c
end
perlin = {}
perlin.p = {}
perlin.permutation = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
}
perlin.size = 256
perlin.gx = {}
perlin.gy = {}
perlin.randMax = 256
function perlin:load( )
for i=1,self.size do
self.p[i] = self.permutation[i]
self.p[255+i] = self.p[i]
end
end
function perlin:noise( x, y, z )
local X = BitAND(math.floor(x), 255) + 1
local Y = BitAND(math.floor(y), 255) + 1
local Z = BitAND(math.floor(z), 255) + 1
x = x - math.floor(x)
y = y - math.floor(y)
z = z - math.floor(z)
local u = fade(x)
local v = fade(y)
local w = fade(z)
local A = self.p[X]+Y
local AA = self.p[A]+Z
local AB = self.p[A+1]+Z
local B = self.p[X+1]+Y
local BA = self.p[B]+Z
local BB = self.p[B+1]+Z
return lerp(w, lerp(v, lerp(u, grad(self.p[AA ], x , y , z ),
grad(self.p[BA ], x-1, y , z )),
lerp(u, grad(self.p[AB ], x , y-1, z ),
grad(self.p[BB ], x-1, y-1, z ))),
lerp(v, lerp(u, grad(self.p[AA+1], x , y , z-1),
grad(self.p[BA+1], x-1, y , z-1)),
lerp(u, grad(self.p[AB+1], x , y-1, z-1),
grad(self.p[BB+1], x-1, y-1, z-1))))
end
function fade( t )
return t * t * t * (t * (t * 6 - 15) + 10)
end
function lerp( t, a, b )
return a + t * (b - a)
end
function grad( hash, x, y, z )
local h = BitAND(hash, 15)
local u = h < 8 and x or y
local v = h < 4 and y or ((h == 12 or h == 14) and x or z)
return ((h and 1) == 0 and u or -u) + ((h and 2) == 0 and v or -v)
end